Sif Muna

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Revision as of 10:03, 30 December 2016 by Gammafunk(talk | contribs)(Updated to strategy and info related to sif's current abilities. Removed references to hunger costs, since these are relatively minimal now.)

Sif Muna the Loreminder is a contemplative but powerful deity, served by those who seek magical knowledge. The Loreminder appreciates followers who triumph over their foes and especially the training of spellcasting skills in order to do so. The faithful can expect to recieve a supply of spellbooks taken directly from Sif Muna's legendary library.

Sif Muna will grant followers divine energy, allowing them to occasionally cast spells even with insufficient reserves of magic. Eventually worshippers will gain the ability to rapidly restore their magical energy, and to forget any spell at will, so as to learn new ones. Sif Muna protects spellcasters against the negative effects of miscasting spells. Over time, followers will receive spellbooks containing a vast range of spells.

Sif Muna likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings, and you destroy the nonliving beings. Sif Muna especially likes it when you train your various spell casting skills.

Sif Muna strongly dislikes it when you destroy spellbooks.

Sif Muna the Loreminder is a contemplative but powerful deity, served by those who seek magical knowledge. Sif Muna appreciates the training of spell casting skills.

Restrictions

Appreciates

Training your magic skills. The exact amount of XP required to gain piety is variable (increases as your level increases) and hard to evaluate precisely, but it doesn't depend on your aptitudes, or how you have distributed your skill points. Note that Evocations and Invocations don't count.

Killing living, undead, demonic, holy, and nonliving creatures.

Deprecates

Forgetting her. Piety falls slowly over time (about 1 every 2,000 turns) and you are excommunicated if it falls to 0.

Gifts

Spell books. Each spell book is either an ordinary spell book (24%), a Theme artifact spell book (73%) or a Level artifact spell book (2%).

Ordinary spell books are the kind you find lying around the dungeon, and are weighted toward ones with spells you don't have in your other spell books. Theme artifact spell books will contain several spells on a given theme (not necessarily a magic school). Level artifact spell books will contain several spells with a given level (up to your experience level). A high Spellcasting skill will grant better artifact spellbooks. Note that Sif Muna will not give you any manuals, the Necronomicon (Kikubaaqudgha's special), a Book of Annihilations, an Akashic Record, or a Grand Grimoire, although it's possible to get some of the spells they contain in artifact spell books.

Punishments

Sif Muna does not appreciate abandonment, and will call down fearful punishments on disloyal followers!

Those in Sif Muna's ill graces find the very forces of magic rebelling against them. They are confused and stupefied, their magical reserves drained, their enchantments unravelled. Casting spells, too, becomes unreliable - and even dangerous.

If you leave Sif Muna (voluntarily or not), your penance counter will be set to 50 (quite high!), but no immediate negative events will happen. Possible punishments include:

10%: Reduction of the remaining duration of all magic enchantments affecting you to 0 or 10 auts (11 for Flight). This is identical to the effects of a potion of cancellation.

Every time you cast a spell, there's a 5% chance that the failure rate will be increased by a percentage equal to your current penance. This is in addition to normal punishments, and will not reduce your penance.

Strategy

Sif Muna is the default "magic god", favored by characters who want to pursue that path without focusing on the destructive (Vehumet) or necromantic (Kikubaaqudgha) sides of magic. Instead, Sif Muna is much more versatile. Her protection from miscasts covers more magical realms than Kiku's protection, and her spell book gifts are weighted to contain spells you don't already have, allowing you to eventually gain access to every spell in the game. The Divine Energy and Channel Energy abilities also come early, and are very useful for any caster.

The main draw of following Sif Muna, aside from free spellbooks, is access to additional MP. Divine Energy gives several additional spell casts for players who can afford to spend a few turns moving away from opponents, meleeing them, or otherwise delaying them (conjured flames, meph clouds, summoned monsters, hexes) while -Cast wears off. At 9 invocations (a modest investment at mid game), Channel Energy recovers an average of 26 MP, with 3-5 MP recovered per turn.

If you find an Amulet of faith in the early game, you should consider wearing it, as it will allow you to receive spellbook gifts much sooner and much faster. It's common to be at less than 6* piety with Sif Muna, but you'll continue receiving spellbook gifts so long as you don't drop below 5*. The more of your XP you put into spell-related skills (Spellcasting and schools of magic), the more piety you'll gain.

Tips & Tricks

When Sif Muna's altar is missing from the Ecumenical Temple, keep a look out for wide hallways with blue floor tiles; when Sif's altar is not in Temple, it often has such a hallway preceding the altar proper. Regardless, like other altars, it is guaranteed to appear at least once between floors 1-9 of the main dungeon.